Sup /tg/.
I'm planning a high level dungeon run for a party that's all multiclassed - into various caster classes. Well, save for the fighter. But the fighter is a dick in and out of game.
The anti-caster filter is there to get rid of their NPC followers.
They refused to get any teleport spells or really any other form of mobility, so I've decided to punish them for it.
Anyway, is this a good dungeon design? Put a lot of thought into it, so don't be too harsh.
>>49077914
>Anyway, is this a good dungeon design?
> backtracking: The Dungeon
No.
>>49077949
>Making throw-away scenery
>>49077949
One way leads to a TPK the other doesn't fag.
>>49077949
Uh, sorry?
Look, I tried to design a dungeon with a lot of replayability. Also desu, we can just skip those parts...
Can you come up with some legit crit for me?
>>49077949
>he wants linear bro-shooter map design
Please tell me you're joking.
>>49077980
Wouldn't it be more like modern JRPG design? They're all about just holding up and then doing random encounters.
>>49077993
I took inspiration from great WRPGs like Dragon Age 2 and Mass Effects 1 - 3, actually.
>>49078009
No, I'm saying that what that anon wants your dungeon to look like would be JRPGs, open dungeon designs are good.
>>49077993
At least it's not like old JRPGs, where you just encountered an endless stream of random encounters, then got murdered by a boss and had to grind and the only thing that wasn't part of the linear progression was obscure conditions to get secret characters and weapons and fucking minigames.
>>49078019
Oh, thank you! I've put a lot of work in.
>>49077914
If I'm reading this correctly, then the only way to beat Literally Cthulhu is to have someone fuck the succubus.
>>49080587
Or to enter the boss room, then realize the only way to win is to exit through the other door and then come back.